Class Functionality/Meta-Game


(Hundopercent) #41

I agree with you from a competitive aspect but if you’re not competitive think of those as rewards for scoring a kill and gibing the body. With 0 incentive to gib, players won’t do it in pubs. The game has to be enjoyable for both crowds.

Perhaps in comp play their can be a no drop on gib mutator.


(Hundopercent) #42

That’s my mistake I thought I read lowest damage but you said lowest clip size.

Less efficient is what we’re going for. Having no nade, less rounds, etc. is making them innately weaker at fragging and completing objectives in a game that revolves around just that.

I firmly believe the heal over time packs + 1 less clip, will be all the class needs to not be so self sustainable (in the games current build.) If they further decide to reduce ammo drops (from bodies) then they may need to add that 1 clip back.

I don’t believe players should be forced into a mold either. If they play medic and want to rambo then let them do it. They may be damaging their chance of success but that’s how they want to play the game. If it becomes an issue where it’s too strong that’s when it should be addressed (like how it is now.) But forcing medics to sit back and drop packs and revive will push people away from playing them and switch to a different class that has more freedom. Then you will have the opposite of what you have now (too many medics.) Some people, myself included, don’t like being forced into a role. Let us play the game the way we want to play it.


(acutepuppy) #43

I don’t think the drops would really do the trick on that end, and it mucks up gameplay balance. I also think you’re not giving pub players enough credit there.

I think that giving new players acknowledgement they’ve done something good through the HUD and UI will be better positive reenforcement for team play. Players like to play well, even pubbers, they just need to be given opportunity to know about the element, and then be rewarded for completing it.


(nailzor) #44

To also comment on the Medic class which seems to be the big focus here and also the other 4 classes I have listed below the points I disagree with, everything left out = cool by me.

#3/4 - no thankyou! Adding onto what has already been said, removing ammo drops I think is a great idea.
#6 - I agree a medic in theory should have some extra health, but giving perks per revive I’m not fond of. I’d tk revive my teammate 5 times at the start of game, then actually start playing :wink:
#7 - Come on :stuck_out_tongue: medics like grenades too, don’t hate.

#4 - This goes hand in hand with the medic’s perks per revive mentioned above. In general I think these perks per use should be avoided.
#5 - First, I think a headshot is a headshot - damage should be related to the weapon, distance, etc - not so much the actual class it is received from. If anyone were to receive a headshot multiplier it would make more sense for the Covert class imo. As you mentioned the Covert class gets a knife bonus multiplier, this would relate to that.

#3 - I think that would be OK - it could also be that every class has 100 HP and every class can receive a +5HP bonus per medic class on the team, which maxes at 15HP. So if you are in a 5v5 setting and you have 1 FOPS, 1 Engineer, 3 Medics - everyone would have 115 HP. Alternatively if you had 4 FOPS + 1 Medic eveyone would only have 105 HP - so this can factor into competitive strategies as well.
#5 - If there is going to be different splash radius, just make the grenade a completely different type. So that the grenade a soldier has is more powerful than a medic - they should be completely different.

#3 - I’m just not a big fan of C4 :frowning:
#4 - Max slot 2 - I think the engineer is that smart guy that would have room in his toolbag to fit more than just 1 grenade.

As the Covert class is missing here, I liked the proposed changes.

For each class it was recommended that they drop class specific drops on death - that I believe is a good idea as it is another part of the game that just “makes sense”. For a medic to drop ammo that can be used for any weapon boggles the mind a bit but I do agree with Fops drops ammo, Medic drops heatlh pack, etc.


(Bloodbite) #45

ditto on the no-gib-ammo… it also seems to encourage people to slice up a revivable player right now. WE may all know the advantages of making sure nobody gets back on their feet so close to an objective, but without that incentive alot of people will move on, particularly the newer/casual ones.

Not only does it reinforce the role of the medic as a reviver, it adds to the conscious tactical choice everyone has to make, or has to learn to make; is it worth forcing someone into their spawn cue simply to protect the team from that “chance” occurrence, with no other reward for the act.


(INF3RN0) #46

[QUOTE=strychzilla;425738]That’s my mistake I thought I read lowest damage but you said lowest clip size.

Less efficient is what we’re going for. Having no nade, less rounds, etc. is making them innately weaker at fragging and completing objectives in a game that revolves around just that.

I firmly believe the heal over time packs + 1 less clip, will be all the class needs to not be so self sustainable (in the games current build.) If they further decide to reduce ammo drops (from bodies) then they may need to add that 1 clip back.

I don’t believe players should be forced into a mold either. If they play medic and want to rambo then let them do it. They may be damaging their chance of success but that’s how they want to play the game. If it becomes an issue where it’s too strong that’s when it should be addressed (like how it is now.) But forcing medics to sit back and drop packs and revive will push people away from playing them and switch to a different class that has more freedom. Then you will have the opposite of what you have now (too many medics.) Some people, myself included, don’t like being forced into a role. Let us play the game the way we want to play it.[/QUOTE]

I’m just curious why you think having less ammo in a clip turns a medic into a support? I don’t like feeling forced either, but there’s being forced and then there’s the definition of a class. All I would like is some incentive for a medic to want to re-group every once in a while with their team and do their job. I imagine what I proposed would still allow the medic to be able to kill up to 2 people with that clip size, though having a low initial/overall ammo capacity wouldn’t go over well without a FOPS supplying them, but if that were to happen then they wouldn’t need to stick around teammates for ammo making ramboing still viable. If there were no FOPS though, then they would definitely want to return to their teammates when running low on ammo to resupply and also inadvertently help them. Just because you can’t frag as much as medic doesn’t make them anywhere near worthless. There’s probably a better way to go about it than what I suggested, but the issue still needs to be solved. Maybe what your suggesting will be enough, but just make sure you look at it from the game designers perspective and not block out reason because you personally want to frag selfishly as a medic.


(warbie) #47

[QUOTE=BomBaKlaK;425725]Actually when i’m looking for ammo i’m looking for an easy enemy to kill (or try to kill one ;o)
instead of looking for field ops[/QUOTE]

Same here - or looking for a body that hasn’t been gibbed yet :slight_smile:


(Mustang) #48

I don’t think incentive drops for gibs will be removed, and personally I don’t think they should.

However we could instead drastically reduce the relative reward they provide, e.g. gib = 10 ammo, fops = 30ammo.

Also really like the idea of each class having a different drop.